There's more information about the boss battles from Deus Ex: Human Revolution on The Edge Magazine Website following a Montreal International Game Summit conversation with David Anfossi, producer on Eidos Montreal's action/RPG prequel. As previously noted, development of these encounters was outsourced to Grip Entertainment, but Anfossi indicates that Eidos Montreal designed them, and they take responsibility for how they turned out:

"The problem was not the supplier, it was what we did with them," he said. "The boss fights were too much for the team to do internally in the time we had. We totally underestimated the effort to do that correctly. We had to work with an external supplier with that, but the design and everything is from the team at Eidos Montreal.

"We knew that it would be a weakness for the game, that we had to make a compromise to deliver it [on] two levels. First, the boss fights were forced, which is not the Deus Ex experience. Second, there is no mix [of] solutions to tackle the boss fights, which is not Deus Ex either.

"We knew that before the release of the game, but there had to be some compromise. It [was] our decision."

Acleacius wrote on Nov 2, 2011, 19:32:Really? What about arresting people or would that mean society itself is partly responsible for the citizens it raises.

Their deaths did nothing for the game, it was the player that mattered. The player had to live, none of them had to die.

No one is trying to take away your bloodlust to kill, you don't get to force it on the rest of us.

Um...right, I think you missed my point. When you're locked in a room with a psychopath who wants to kill you, you can't just call the police and have someone arrested.

Also, [SPOILER] you do realize you didn't "kill" the first boss, but rather he killed himself rather than be taken alive?

I suppose you also wanted a way to arrest Bob Page at the end of DX1???

My point: forcing a non-violent method for all villains is just as lame as forcing a violent method for all bad guys. DX3 let you keep all low-level people alive, but the truly evil bad guys you had to kill because they refused to surrender. Quite realistic actually.